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Hi all. I am trying to operate the dwarf's joints with the information i get from the kinect using openNI. The thing is that my joint's rotation data begins in a T pose and the dwarf doesn't. And it's revealing really frustrating to get the dwarf in a (PERFECT) T position, so I can relate to my angles... I couldn't find any info on the web, maybe someone could help me?
thks a lot!
hello mongoose7. thks for your answer, but the problem is exactly that. I tried to get it to a T pose, but i will lose lots of time with that and in the end it will never be a perfect T pose. Because a small deviation in an angle from the shoulder might not be a problem to it, but when you move the elbow it will be completely off its normal T course, get it?
I think you will have that problem with kinect in any case. But a rotation to the T pose and then to the required position combines to a rotation from the dwarf's initial position to the kinect's final position. So problems with the one will be reflected in the other.
If you are committed to the dwarf, you will have to solve it. By why the dwarf? Why not get a free Poser model (which comes already in the T pose) and manipulate that?
You are totally right about it.
A model already in T position would be great, but since I just started working with irrlicht/3d models I'm really really noob:/ I think it has to be a rigged .x (has skeleton and can open in a text editor to get the joint names - correct me if i'm wrong!)
If you could point me in a direction I would be really appreciated.
thks!
I don't do modelling (I write a text file for the skeleton). But you should be able to take a model into Blender and add an armature. There are probably examples of this on the net. I guess you have to paint the vertices, too. Or just start with a stick figure and develop from there.